export const GLShaderSource = {
    colorShader: {
        vs: `
        #ifdef GL_ES
            precision highp float;
        #endif

        attribute vec3 aPosition;
        attribute vec4 aColor;
    
        uniform mat4 uMVPMatrix;
    
        varying vec4 vColor;
    
        void main(void){
            gl_Position = uMVPMatrix * vec4(aPosition,1.0);
            vColor = aColor;
        }
        `,
        fs: `
        #ifdef GL_ES
            precision highp float;
        #endif

        varying  vec4 vColor;
        void main(void){
            gl_FragColor = vColor;
        }        
        `
    },
    textureShader: {
        vs:
    `
        #ifdef GL_ES
            precision highp float;
        #endif

        attribute vec3 aPosition;
        attribute vec2 aTexCoord;
        uniform mat4 uMVPMatrix;
        varying vec2 vTextureCoord;
        void main(void) {
           gl_Position = uMVPMatrix * vec4(aPosition,1.0);;
           vTextureCoord = aTexCoord;
        }
    `,
        fs:    `
      #ifdef GL_ES
      precision highp float;
      #endif

      varying vec2 vTextureCoord;
      uniform sampler2D uSampler;
      void main(void) {
        gl_FragColor = texture2D(uSampler, vTextureCoord);
      }
    `
    }
}
